micronaut_summoning
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====== Micronaut Summoning ====== | ====== Micronaut Summoning ====== | ||
- | This adventure was written for the [[Micronauts]] and run on 23 Feb 1985. | + | //This adventure was written for the [[Micronauts]] and run on 23 Feb 1985. It |
- | It introduced(?) the character of [[claira|The Master Summoner]]. | + | introduced the character of [[claira|The Master Summoner]] |
+ | portrayed quite differently in this incarnation than in later stories).// | ||
==== The Master Summoner ==== | ==== The Master Summoner ==== | ||
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{{micronautsummoning1.jpg? | {{micronautsummoning1.jpg? | ||
+ | |||
+ | 1) Arrival chamber. | ||
+ | coalesce. | ||
+ | herself and challenge the party to escape from her dungeon. | ||
+ | This room has heavy portcullises on all exits which she | ||
+ | will lift after making her challenge. | ||
+ | room (3). Note: the secret door to area (3) is very | ||
+ | hard to find: 1/2 normal chances. | ||
+ | trapped: //Fire Trap// for d4+14 and non-magically trapped: | ||
+ | a scything blade for 2d6 damage. | ||
+ | |||
+ | As an initial test, the summoner will summon 2 **Trolls** | ||
+ | (hp 30,40). | ||
+ | |||
+ | 2) This room appears empty, but is magicked so to cause | ||
+ | nausea to all who enter unless they save vs. spell every 10'. | ||
+ | On the far wall is a well-hidden compartment (can | ||
+ | only be seen from 10' away) in which is a crystal | ||
+ | rod about 1' long and hexagonal in shape. | ||
+ | a dim magic and corresponds to room (13). | ||
+ | |||
+ | 3) This is the control room in which the master summoner lives. | ||
+ | Resting on a small pillar in the center of the room is | ||
+ | a //crystal ball// which allows only // | ||
+ | // | ||
+ | controls to the portcullises everywhere. | ||
+ | spare bed, also. If anybody enters this room, her | ||
+ | guards will try to expel them: 3 **Hell Hounds** (HD7, | ||
+ | hp 24,23,40). | ||
+ | |||
+ | 4) In this room is a magical device in the form of an empty | ||
+ | metal cube. Set into the top of the box are three | ||
+ | gems: a red one, a yellow one, and a green one. If any | ||
+ | question is asked aloud, one of the three gems will | ||
+ | glow: Red=No, Yellow=Maybe or I don't know; Green=Yes. | ||
+ | The entity in the box is fiercely loyal to the summoner | ||
+ | and has an intelligence of 15. | ||
+ | |||
+ | 5) The box has control of this secret door and may open it | ||
+ | if asked politely. | ||
+ | 4 **Firetoads** (hp 20, | ||
+ | // | ||
+ | |||
+ | 6) At the arrows in this room is a wall of force which can | ||
+ | be easily passed through heading west, but solid when | ||
+ | heading east. Damage equivalent to 20 points (magical only) | ||
+ | will drop the wall. (A +2 sword will do 2 points per hit). | ||
+ | Once entered, the following will be summoned: 5 **Large | ||
+ | Solifugid** (hp 19, | ||
+ | |||
+ | 7) In this room is a magical pool which teleports anybody | ||
+ | who steps into it to a random room in this | ||
+ | dungeon: Roll a d20 (consider a 20 as ending up in | ||
+ | a corridor somewhere). | ||
+ | |||
+ | 8) This is the room of strife. | ||
+ | telepathically suggest (as the spell) that each character | ||
+ | can no longer trust his party members and must | ||
+ | subdue them immediately! | ||
+ | of Fear// set into a pedestal (87 charges). | ||
+ | is removed, the suggestion ends. | ||
+ | |||
+ | 9) In this room are 2 **Hill Giants** (hp 42,32) who have | ||
+ | been instructed to toss any people entering into | ||
+ | the magical pool in the far corner. | ||
+ | effect of temporarily changing a person' | ||
+ | below: | ||
+ | | 1 | Cleric | 8 | Magic-User | | ||
+ | | 2 | Druid | 9 | Illusionist | | ||
+ | | 3 | Fighter | 10 | Thief | | ||
+ | | 4 | Paladin | 11 | Acrobat | | ||
+ | | 5 | Ranger | 12 | Assassin | | ||
+ | | 6 | Barbarian | 13 | Monk | | ||
+ | | 7 | Cavalier | 14 | Bard | | ||
+ | The person' | ||
+ | will be different. | ||
+ | only temporary (Note: it can be dispelled vs. 12th level | ||
+ | or it will expire after 3d6 rounds). | ||
+ | |||
+ | 10) In the center of this room is a fountain which if | ||
+ | the water is drunk will polymorph the character into | ||
+ | a random race (Roll on the MU reincarnation table). | ||
+ | This change is as //Polymorph Other// but if the system | ||
+ | shock is failed the original class will be forgotten | ||
+ | (Note this can be dispelled vs. 12th level). | ||
+ | |||
+ | 11) Across the room here is a barrier which does not allow | ||
+ | magic of any sort to pass through it. This means that | ||
+ | to cross the room, a character must strip him/herself of | ||
+ | all magic items. | ||
{{micronautsummoning2.jpg? | {{micronautsummoning2.jpg? | ||
+ | 12) After twenty feet, this room has a false wall (chance | ||
+ | to detect is intelligence + level as a %). Before it, the | ||
+ | room is bare. After it, there will be 3 **Poisonous | ||
+ | Snakes** (roll poison randomly every hit) (hp 12, | ||
+ | guard a locked and poison needle trapped chest (roll poison | ||
+ | as per snakes) with 1000 gp, 5 gems (1100, 100x4), and the | ||
+ | following magic items: //+2 Cloak//, //Boots of Speed//, and a pair | ||
+ | of //Javelins of Lightning// | ||
+ | |||
+ | 13) Set into the wall above this " | ||
+ | the exact size of the crystal rod from room (2). | ||
+ | If it is placed in the hole, the wall will vanish | ||
+ | revealing a 4' | ||
+ | When the rod is removed, the wall returns (better be | ||
+ | out of the way!). | ||
+ | (hp 30,26,19) and 5 **Wererats** (hp 10, | ||
+ | another crystal rod set in the wall of the north alcove. | ||
+ | It corresponds to room (15). | ||
+ | |||
+ | 14) Along the far wall of this room is a large, intricate tapestry | ||
+ | depicting eight robed men linked arm in arm with their | ||
+ | eyes closed. | ||
+ | which can be stepped through in both directions, but | ||
+ | only seen through from area (15). | ||
+ | |||
+ | 15) Living here are 3 **White Dragons** (Small, Young; Small, Young; | ||
+ | and Average, Sub-Adult - hp 10, | ||
+ | cast a //Shocking Grasp// spell which it will do when the | ||
+ | party enters area (14). Note the dragons cannot be | ||
+ | surprised and will be ready for anybody entering this | ||
+ | room. Their treasure is: 1000 gp, 5000 sp, 10000 cp, | ||
+ | 20 gems (4338 gp) and a //+2 Ring// and a magically sealed | ||
+ | box with a hexagonal indentation in it. Only the | ||
+ | crystal from (13) can open the box. Inside is another | ||
+ | crystal rod. This corresponds to area (17). | ||
+ | |||
+ | 16) Deep in this room is an idol of a Nightmare (Hades' | ||
+ | reared for the attack. | ||
+ | a 6d6 //Chain Lightning// will be set off and aimed initially | ||
+ | at the person who touched the idol. If the idol | ||
+ | is touched a second time, a **Nightmare** (hp 45) will | ||
+ | phase in and attack the toucher. | ||
+ | a third time, a set of //Bracers of Defense: AC 2// will | ||
+ | be given to the toucher: permanently affixing themselves to | ||
+ | the person' | ||
+ | |||
+ | 17) Set into the wall of this room is a carving of the | ||
+ | head of a Medusa. | ||
+ | the room must save vs. petrification or be turned to stone. | ||
+ | At this point, the head will vanish revealing a hexagonal | ||
+ | hole as before. | ||
+ | here, the secret door into (19) will open. | ||
+ | |||
+ | 18) In here are 2 **Hydra** (HD 8,9: hp 64 and 72, Dam d8 per head) | ||
+ | guarding an empty room. | ||
+ | |||
+ | 19) This is the last room. In here is a well which seems | ||
+ | to be very deep. In fact, it is a portal to the | ||
+ | surface where the summoner will show herself again | ||
+ | and say "You have proven yourselves worthy in combat. | ||
+ | Great enough that you could destroy the demon whom | ||
+ | I am unable to affect. | ||
+ | you heroes." | ||
+ | an //Iron Flash// a **Goristro** (AC -2, MV15", HD20+10, #AT2&1, | ||
+ | D2d10+10(x2) & 5d8, MR60%, Int Low, CE, hp 213, 23' tall, | ||
+ | +2 weapon to hit, Detect illusion & invisibility, | ||
+ | levitation, spider climb, Tport (no error) (1/day), regenerate @ 1/T, | ||
+ | immune to cold, fire, poison & poison gas). She feels | ||
+ | that since the party made it through her dungeon that | ||
+ | they should be able to defeat the demon. | ||
+ | a bit wacko sometimes). | ||
+ | |||
+ | Note: If the party makes an effort to leave immediately, | ||
+ | the demon will ignore them and trod off somewhere | ||
+ | else. | ||
- | [[start|Back to start page]] | + | \\ (< |
micronaut_summoning.1209331914.txt.gz · Last modified: 2017/05/27 18:42 (external edit)